The controls don't really feel floaty at all, of course that's my opinion, so I don't see where you're coming from. Get accustomed to them, and you're sure to see a change. The QTEs aren't horrible in any sense of the word. The AI is a *huge* step up from Resident Evil 5, but ignoring that, enemies are *very* aggressive which leads you in very tight spots. The Partner AI is also a huge step up, and you can command the partner's AI literally on the fly! That is a problem in itself, the tight spots, as people can find a way to complain about the lack of I-Frames when dropped to the ground. Not a fair complaint, as realistically you don't have I-frames when you're on the ground; people can keep pounding you regardless lol.
They feel floaty in the sense that they don't feel grounded. Like, every other Resident Evil game's characters' movements look and feel natural. Playing this game, it feels like I'm playing a beta version with the character figure just moving through space. It's not a major issue, but it's something I noticed, and it's not an issue any other RE title has had.
The QTE's are murder. They thrive in every inch of the game and exist for little to no good reason. They're there just to be there, and that's never a good reason for any kind of gameplay mechanic.
The AI is a minor step up from 5, and that's not saying much. It's still bad. Even if it WAS a huge step up, that wouldn't be saying much. RE5 had some of the worst AI I've seen out of a video game. Only ORC had worse.
Partner AI is not different at all. They'll HELP you this time, sure, but they can't help themselves. Yet another thing Revelations fixed that Capcom completely forgot about.
The camera is bad at all. If you can't control it, that's totally on you, not the game. It's adjustable in far more ways than one and it is up to you to learn those adjustments. The inventory system I do have problems with, I don't like its setup or really anything else about it. But it isn't bad, it's just one of those things you gotta get used to since it is so very different from past iterations.
The camera tries to adjust itself, as if the game designers forgot that we had dual analog sticks unlike in Revelations, and it does so very badly. Combine that with trying to control the camera on my own, and I think you can see why there are some issues.
The bit about J'avo contradicts your statement about enemies being easy to kill, but I get where you're coming from anyway. I like that the J'avo mutate; while they definitely stall things (oh noes! complaints about stalling!), they are also TOUGH to defeat. Keep in mind that these are parasite-controlled enemies, not zombies. Of course blowing off their limbs will lead to other troubles, these dudes aren't normal! :xd:
First, I never said it makes them hard to kill. They're still easy as pie. It's just TEDIOUS to kill them. Tedious =/= hard.
Second, I think the concept is good, it just wasn't executed well. Honestly, I think they should have been contained to one level if they were going to be executed like they were. Pretty much all strategy in the combat was taken out with these enemies, and that's just a slap in the face to the fanbase and gamers in general. We don't play shooters to mindlessly shoot the enemies. We do it to get those sweet, sweet headshots or to blow off an opponent's arms to render them incapable of firing back, not shoot them in the head so they can come bite ours off or shoot them in the arms so they can grow a shield. It's tedious and unnecessary design.
All in all, RE6 is a love-hate kinda game. You don't have to love it, you don't have to hate it. Make like the Subrosians do and "do whatever", but please don't call it bad as a video game. It isn't. Sure, it's "more of the same" as we've come to know the phrase, but even the same isn't bad, it just isn't different. :I
It's bad as both a Resident Evil game and as a video game. It's all around sloppy and incohesive. To put this into perspective, it's everything you claim Skyward Sword to be.